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877234 Posts in 32852 Topics- by 24294 Members - Latest Member: RopeDrink

May 18, 2013, 10:50:29 PM
TIGSource ForumsPlayerGamesDoomRL 0.9.9.6
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Author Topic: DoomRL 0.9.9.6  (Read 2501 times)
JMickle
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« Reply #30 on: March 04, 2012, 04:30:53 AM »

I find the shotgun really satisfying, so I've been going with that plus the reloader/shotgunner traits. backing them up with the +10hp trait mainly.
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Nektonico
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« Reply #31 on: March 04, 2012, 07:08:16 AM »

Got any tips for doomRL? First time playing today, got killed on the second floor by a chaingunner. Was pretty fun but I was wondering if there is any general advice for NOT DYING? Was playing on Hurt Me Plenty.

Try strafing, just like in the doom fps. If you zig zag as fighting an enemy, theres a chance it might miss when shooting you. So alternate shooting / reloading / moving. That and corner shooting (using a corner or doorway as partial cover). Some perks let you reload shotguns while moving, so you can strafe and reload at the same time. Also remember you can run, which can be useful to get away in a pinch from a hairy situation.
Spouting quotes from the doom comic out loud also helps

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iffi
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« Reply #32 on: March 04, 2012, 12:00:02 PM »

I find the shotgun really satisfying, so I've been going with that plus the reloader/shotgunner traits. backing them up with the +10hp trait mainly.
The reloader trait is the best thing ever, especially if you manage to lay your hands on a double shotgun.
Edit: I meant shottyman. But reloader's great as well.
« Last Edit: March 04, 2012, 01:21:04 PM by iffi » Logged
Zecks
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« Reply #33 on: March 04, 2012, 12:18:25 PM »

It really is. As you get better, you won't need to rely on it/shottyman as much, but I'd say that you should always get at least a single rank of it if you're planning on using shotguns anywhere towards the end. (two pretty much guarantees safe cornershooting most of the time, but one + rocket launcher/melee finish(with appropiate build) is what I do nowadays)

Also shell boxes.
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« Reply #34 on: March 05, 2012, 11:49:51 PM »

This game is pretty groovy. I haven't got past floor 7 yet, but I'm having a lot of fun going around with a shotgun blasting everything up in hell's arena.
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Fallsburg
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« Reply #35 on: March 07, 2012, 08:12:45 AM »

Ok, having finally spent a bit of time with the game, here are my thoughts:

1) It is a great recreation of Doom in a roguelike setting.
2) (1) makes it a terrible roguelike. The lack of hidden knowledge (other than level layouts) and a hunger mechanic detract from the experience.
3) The tactical combat is perhaps the best that I have ever encountered in a roguelike.
4) While I like the way leveling is handled, I wish there was no leveling.  I would prefer to see more classes at the beginning.

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C.A. Sinner
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« Reply #36 on: March 07, 2012, 08:47:16 AM »

tbh the class system in the new version feels a bit tacked on to me (older versions just had the traits).
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JMickle
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« Reply #37 on: March 07, 2012, 01:22:14 PM »

i think given a lot more thought and more effect on the trait system, the classes could be great, but for now i just pick the top one and get on with it.

the trait system is awesome, i always prefer it to standard stat-based levelling systems.
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« Reply #38 on: March 07, 2012, 03:46:31 PM »

Played almost over 40 hour. beated 4 times including A100 challenge.

Completely ruined my productivity! Too addictive!
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InfiniteStateMachine
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« Reply #39 on: March 07, 2012, 09:55:45 PM »

Just started playing this. Pretty awesome so far.

The game saves on quit right? I lost my last game but it might have been because I closed the game rather than quit through the menu.

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iffi
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« Reply #40 on: March 08, 2012, 12:08:58 AM »

To save you have to press "S" instead of ">" when on top of a staircase to the next level (I'm not sure what the controls are for the mouse interface). If it's feasible to implement, the ability to save in the middle of a level would be very convenient for me, since I'm always getting interrupted in the middle of a level.
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Blademasterbobo
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« Reply #41 on: March 08, 2012, 12:15:50 AM »

it's probably a save-scumming prevention thing, not a "feasibility" thing
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iffi
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« Reply #42 on: March 08, 2012, 12:20:46 AM »

Not sure what you mean by that, considering that you can still save-scum with the current save system (Edit: actually I've never tried, so does it generate the next level when you load the game or when you save it? That would make a small difference if you decided to copy your save file), and other roguelikes have allowed saving at any turn without major problems regarding save-scumming.
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Zecks
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« Reply #43 on: March 08, 2012, 05:38:31 AM »

it generates a new one

kornel is supposedly working on save anywhere though, which could be in the next version at earliest
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« Reply #44 on: March 08, 2012, 05:48:44 AM »

i dont really mind it either way because the levels are so short and if i really do need to interrupt the game in the middle of a level i just leave it running in the background. its not like its a resource hog.
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